Search found 71 matches
- Mon Feb 18, 2019 3:29 am
- Forum: Galaxy Requests and Discussion
- Topic: Keen 5: In-Level Teleporters
- Replies: 3
- Views: 8827
Keen 5: In-Level Teleporters
This isn't super important, but, in doing some Keen 5 experimentation, I came to the realization that in-level teleporters are basically just doors with the extra sprite spawning and sound behavior, yet there haven't been any Keen levels made that take advantage of this. There's just one problem: te...
- Mon Jul 31, 2017 10:00 pm
- Forum: Galaxy Requests and Discussion
- Topic: wet suit = Pogo stick
- Replies: 25
- Views: 18976
Re: wet suit = Pogo stick
I was looking for a wetsuit pogo patch myself for a small K4 experiment, and I before I realized this topic existed I tried writing it myself by modifying patches on the Keenwiki. http://www.shikadi.net/keenwiki/Patch:Keen_(Keen_4)#Keen_can_jump_as_high_as_he_wants This led to me discovering a pole-...
- Sun Feb 26, 2017 3:16 am
- Forum: Galaxy Requests and Discussion
- Topic: Shootable QED
- Replies: 18
- Views: 17082
Re: Shootable QED
Thank you for this. I have literally no time to work on this project at the moment, but I'll test when I can. Appreciate the help as always.
- Fri Feb 03, 2017 6:46 am
- Forum: Galaxy Requests and Discussion
- Topic: Shootable QED
- Replies: 18
- Views: 17082
Re: Shootable QED
I've been very slow in getting on this, but I've finally had time to get this implemented with proper frames. Unless there's something wrong with the QED coordinates, the final tile change does not appear to be triggering. I've sent you the updated beta. When you get a chance, would you mind looking...
- Sun Jan 15, 2017 10:18 pm
- Forum: Galaxy Requests and Discussion
- Topic: Shootable QED
- Replies: 18
- Views: 17082
Re: Shootable QED
I was able to give this patch a quick try and it seems to do what I need it to. Unfortunately, since I just moved halfway across the US, I don't currently have the computer setup to properly dig into editing the hitbox details at the moment. Once I get things sorted out then I'll get those graphics ...
- Mon Jan 02, 2017 6:07 pm
- Forum: Galaxy Requests and Discussion
- Topic: Shootable QED
- Replies: 18
- Views: 17082
Re: Shootable QED
Fantastic! I'll send you the latest build by PCKF pm. Just a warning: In a week's time, my free time is going to drop off the face of the Earth, at least for a while. I hate to impose a deadline, but it would be best if we could wrap this patch up before then. Found another bug with the current patc...
- Tue Dec 27, 2016 11:23 pm
- Forum: Galaxy Requests and Discussion
- Topic: Shootable QED
- Replies: 18
- Views: 17082
Just a note: I've noticed that sometimes you can shoot the fuse continuously and it won't get destroyed. This seems to happen about 1/3 - 1/2 of the time, but I can't figure out exactly what steps are needed to reproduce it. Just a random guess, but is it possible that the health value could go nega...
- Sun Dec 18, 2016 9:01 pm
- Forum: Galaxy Requests and Discussion
- Topic: Shootable QED
- Replies: 18
- Views: 17082
Hey Levellass, I've finally found some time to try out this patch. The barebones version does seem to work for my purposes. Have you set up the QED tile change yet? Even with patching the new QED coordinates I can't seem to get the tiles to switch to the destroyed QED fuse (unless I'm doing somethin...
- Tue Sep 20, 2016 7:07 pm
- Forum: Galaxy Requests and Discussion
- Topic: Shootable QED
- Replies: 18
- Views: 17082
- Sun Jul 17, 2016 3:18 am
- Forum: Galaxy Requests and Discussion
- Topic: Shootable QED
- Replies: 18
- Views: 17082
For sounds, let's use the spirogrip's two sounds. One sound plays when a shot impacts the QED and the glass break animation doesn't change, and another plays when the glass break animation does change. We can still use the normal QED/fuse destroyed sound (I think they're the same sound?) when the QE...
- Sat Jul 16, 2016 11:41 pm
- Forum: Galaxy Requests and Discussion
- Topic: Shootable QED
- Replies: 18
- Views: 17082
Great! My preference would be to split up the spirogrip so that 8 frames are used for glass crack frames, while the other 4 are used for a custom shot impact sprite in place of the shockshund shot explosion. For the health, I think it'd be nice if the QED started as normal with full health. After th...
- Sat Jul 16, 2016 4:27 am
- Forum: Galaxy Requests and Discussion
- Topic: Shootable QED
- Replies: 18
- Views: 17082
Shootable QED
Hello, I have a request for The Alphamatic. I hate to ask more of you all given how busy you are, but this is a bit time sensitive if I want the game out soon. If I don't get this implemented soon, I'll have to give up on it. I would like to modify the QED so that Keen must shoot it x amount of time...
- Tue Jan 06, 2015 7:28 pm
- Forum: Galaxy Requests and Discussion
- Topic: IMF Conversion
- Replies: 3
- Views: 5509
- Fri Jan 02, 2015 4:54 am
- Forum: Patches: The Armageddon Machine
- Topic: Korath World Map Text
- Replies: 4
- Views: 18734
Korath World Map Text
Before you ask, this has nothing to do with AR. I'm doing some modifications to the K5 world map, and from what I can tell, the game detects the player's y position when the world map is loaded to determine whether the location text is the Omegamatic or the Korath base. Can this y value be changed t...
- Sat Nov 29, 2014 3:29 am
- Forum: Other Tools
- Topic: KeenWave 0.5
- Replies: 34
- Views: 86853
This should be useful when I get back around to working on AR (yes, it does still exist). Hopefully around Christmas time I can get back to work and see how this functionality works with the extra music patches. I also did create quite a few new sfx for AR. With WDC it's really not too difficult. I'...